Please tell me there's a way to batch edit this stuff ...

Post » Tue Jun 19, 2012 3:36 am

Oh god ... where's the batch editing feature? IT SHOULD BE THERE!!

There's one for refs in cells, and THAT'S IT?
What about all the other values that you may want to change in large groups??


The particular problems I'm having are with 2 mods I'm making:
1. I want to add a quest marker to every instance of an object in the world ... it appears this would require a LOT of clicking. I can get the Aliases to automatically find an instance, but I have to add each QUEST MARKER manually ...
2. I want to quickly set all aliases in a quest to "Optional" to work out which one is glitching ... but I CAN'T! Now, it wouldn't be SO bad to just click them one at a time, tick, and press Enter, but IT TAKES 3 SECONDS TO LOAD EACH TIME!!! What is this? I don't even get what it's loading, to be honest ... it's just an alias. All they needed to do was make it so we can set flags from the list ...

I'd use TesEdit, it's already showing much promise as a program that is designed PROPERLY (loading a plugin without having to wait for a minute for its master to load, anyone?), but unfortunately it doesn't seem to edit quests yet.
I'm also not keen on trying to decipher the hex I can get with TESVSnip ...



Sorry, this is pretty much an angry rant.
But I'd also like to ask if there's something I'm missing, if there's some way I can actually do this without repetitive strain injury ..
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Benjamin Holz
 
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Post » Mon Jun 18, 2012 7:45 pm

I do agree. There's a mod that changed the charcoal so that all recipies require one but crafting creates a different one (firewood->coal). I found the issue but I'd have to manually go through about 70 references to change them all to point to the correct coal type. So stupid, and I don't know how it got that way to begin with. Well, my guess is the guy duplicated the object or something... either way it's pretty dumb.
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Micah Judaeah
 
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